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#pragma once
#include <glm/glm.hpp>
#include <maths.h>
#include <ray.h>
class Camera {
public:
Camera(glm::vec3 pos, float fov, float aspect, float zNear, float zFar);
[[nodiscard]] glm::mat4
getViewProjection() const
{
return viewProjection;
}
[[nodiscard]] Ray unProject(const glm::vec2 &) const;
void
setPosition(const glm::vec3 & p)
{
position = p;
updateView();
}
void
setForward(const glm::vec3 & f)
{
setForward(f, upFromForward(f));
}
void
setForward(const glm::vec3 & f, const glm::vec3 & u)
{
forward = f;
up = u;
updateView();
}
void
setView(const glm::vec3 & p, const glm::vec3 & f)
{
position = p;
setForward(f);
}
void
setView(const glm::vec3 & p, const glm::vec3 & f, const glm::vec3 & u)
{
position = p;
setView(f, u);
}
void
lookAt(const glm::vec3 & target)
{
setForward(glm::normalize(target - position));
}
[[nodiscard]] auto
getForward() const
{
return forward;
}
[[nodiscard]] auto
getPosition() const
{
return position;
}
[[nodiscard]] std::array<glm::vec4, 4> extentsAtDist(float) const;
[[nodiscard]] static glm::vec3 upFromForward(const glm::vec3 & forward);
private:
void updateView();
glm::vec3 position;
glm::vec3 forward;
glm::vec3 up;
float near, far;
glm::mat4 projection;
glm::mat4 viewProjection, inverseViewProjection;
};
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